feat(controllers): #57 foundation — ludic.gameplay package + lever 5 (disable system)
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Shared building blocks for the builtin gameplay controllers (#57): the
ludic.gameplay source package (Cooldown timer, Stats + timed modifier stack,
Faction table, Combat damage pipeline with cancel/mutable hooks), plus the
compiler `disable system <esys_fn>` extensibility lever. Deterministic,
integer-only; C-free bootstrap fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-01 16:23:10 +03:00
parent 764a0296ce
commit ed385efa7b
11 changed files with 18734 additions and 18157 deletions

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# combat.ludic — the shared damage pipeline (#57 foundation).
#
# One place every family routes hits through, so buffs/armor/crits/lifesteal are
# written once as event listeners rather than re-invented per genre. The pipeline
# is the honest no-closure realisation of lever 4 (events) + lever 6 (a mutable
# hook):
#
# 1. mitigate the raw amount by the target's effective defence (Stats.total);
# 2. publish the pending amount and emit `cancellable DamageAboutToApply` —
# a listener may veto the hit (cancel) or *rewrite the number* by calling
# Combat.set_amount(n) (the mutable channel, since `emit` only returns the
# cancelled flag);
# 3. apply the final amount to Stats.hp, emit `Damaged`, and emit `Died` when hp
# reaches zero.
#
# Determinism: integer arithmetic, fixed listener order, no wall-clock — a hit
# replays identically. Combat never moves or despawns bodies itself; the game
# reacts to `Died` (respawn, ragdoll, loot) so the policy stays with the game.
event cancellable DamageAboutToApply { target: int = 0, src: int = 0, amount: int = 0 }
event Damaged { target: int = 0, src: int = 0, amount: int = 0 }
event Died { e: int = 0, src: int = 0 }
event Healed { e: int = 0, amount: int = 0 }
# the mutable channel for lever 6: listeners rewrite the pending damage here.
var combat_pending: int = 0
@Namespace(Combat) function combat_amount() -> int { return combat_pending }
@Namespace(Combat) function combat_set_amount(n: int) -> void { combat_pending = n }
# Combat.mitigate(target, raw) — raw minus effective defence, floored at 1 so any
# landed hit chips at least a point (a common, tunable default). A game that wants
# a different formula overrides via the DamageAboutToApply hook.
@Namespace(Combat) function combat_mitigate(target: int, raw: int) -> int {
let d = stats_total(target, 2) # stat 2 = def
var v = raw - d
if v < 1 { v = 1 }
return v
}
# Combat.damage(target, src, amount) — the full pipeline. Returns the damage
# actually applied (0 when vetoed or the target has no Stats/hp).
@Namespace(Combat) function combat_damage(target: int, src: int, amount: int) -> int {
let P = World.prop_id("Stats")
if P < 0 { return 0 }
if World.has(target, P) == 0 { return 0 }
let fhp = World.field_id(P, "hp")
if fhp < 0 { return 0 }
combat_pending = combat_mitigate(target, amount)
if emit DamageAboutToApply(target: target, src: src, amount: combat_pending) != 0 { return 0 }
var dmg = combat_pending
if dmg < 0 { dmg = 0 }
var hp = World.get(target, P, fhp) - dmg
if hp < 0 { hp = 0 }
World.set(target, P, fhp, hp)
emit Damaged(target: target, src: src, amount: dmg)
if hp <= 0 { emit Died(e: target, src: src) }
return dmg
}
# Combat.heal(e, amount) — restore hp, clamped to max_hp (effective, so a +max_hp
# buff raises the ceiling), and emit `Healed`.
@Namespace(Combat) function combat_heal(e: int, amount: int) -> void {
let P = World.prop_id("Stats")
if P < 0 { return }
if World.has(e, P) == 0 { return }
let fhp = World.field_id(P, "hp")
if fhp < 0 { return }
let cap = stats_total(e, 0) # stat 0 = max_hp
var hp = World.get(e, P, fhp) + amount
if (cap > 0) and (hp > cap) { hp = cap }
World.set(e, P, fhp, hp)
emit Healed(e: e, amount: amount)
}

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# cooldown.ludic — a generic deterministic frame timer (#57 foundation).
#
# Ubiquitous across the controllers: jump buffers, fire rate, ability cooldowns,
# AI re-plan intervals, i-frames. A body carries a `Cooldown` and the engine ticks
# it down one frame at a time (never below zero); the game reads `Cooldown.ready`.
# It is the smallest possible engine system and the template for the rest: resolve
# fields by name, no-op on anything absent, mutate in place, no allocation.
#
# For more than one timer on one entity a controller carries its own countdown
# fields (the platformer keeps coyote/buffer counters inside `Platformer`); this
# component is the shared, drop-in single timer.
property Cooldown { t: int = 0, max: int = 0 }
# esys_cooldown (Update): decrement every live Cooldown toward zero. Registered on
# the compile-time engine-system registry via @EngineSystem, so a game that merely
# declares `Cooldown` gets it ticked for free, and a game that never mentions
# Cooldown compiles byte-identically (the call is component-gated).
@EngineSystem(Cooldown, Update) function esys_cooldown() -> void {
let P = World.prop_id("Cooldown")
if P < 0 { return }
let ft = World.field_id(P, "t")
if ft < 0 { return }
var e = World.query_next(P, 0)
while e >= 0 {
let t = World.get(e, P, ft)
if t > 0 { World.set(e, P, ft, t - 1) }
e = World.query_next(P, e + 1)
}
}
# Cooldown.start(e, n) — begin an n-frame countdown (also records `max` so a UI can
# draw a fill ratio). Cooldown.ready(e) is 1 once it hits zero; Cooldown.left(e) is
# the frames remaining.
@Namespace(Cooldown) function cooldown_start(e: int, frames: int) -> void {
let P = World.prop_id("Cooldown")
if P < 0 { return }
let ft = World.field_id(P, "t")
let fm = World.field_id(P, "max")
if ft >= 0 { World.set(e, P, ft, frames) }
if fm >= 0 { World.set(e, P, fm, frames) }
}
@Namespace(Cooldown) function cooldown_left(e: int) -> int {
let P = World.prop_id("Cooldown")
if P < 0 { return 0 }
let ft = World.field_id(P, "t")
if ft < 0 { return 0 }
return World.get(e, P, ft)
}
@Namespace(Cooldown) function cooldown_ready(e: int) -> int {
if cooldown_left(e) <= 0 { return 1 }
return 0
}

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# faction.ludic — a friend/enemy/neutral relationship table (#57 foundation).
#
# Shared by shooter targeting and NPC AI: "who may hit / hunt / help whom". Each
# body carries a `Faction { id }`; a small square matrix records the relationship
# between two faction ids. Unset pairs fall back to the classic default — same id
# is friendly, different ids are hostile — so a game that never touches the table
# still gets sensible enemy/ally behaviour. The matrix is a plain integer buffer
# in a module var, so it is deterministic and captured by world_save.
property Faction { id: int = 0 }
const FAC_MAX: int = 32
const REL_FRIEND: int = 0
const REL_NEUTRAL: int = 1
const REL_HOSTILE: int = 2
# relationships stored as (rel + 1); a zero slot means "unset -> use the default".
# A global var initialiser must be a literal, so it is allocated lazily.
var fac_tbl: words = null
function fac_ensure() -> void {
if fac_tbl == null { fac_tbl = words(FAC_MAX * FAC_MAX) }
}
# Faction.set(a, b, rel) — record a symmetric relationship between two factions.
@Namespace(Faction) function faction_set(a: int, b: int, rel: int) -> void {
fac_ensure()
if (a < 0) or (a >= FAC_MAX) { return }
if (b < 0) or (b >= FAC_MAX) { return }
fac_tbl[a * FAC_MAX + b] = rel + 1
fac_tbl[b * FAC_MAX + a] = rel + 1
}
# Faction.rel(a, b) — the relationship code (0 friend, 1 neutral, 2 hostile).
@Namespace(Faction) function faction_rel(a: int, b: int) -> int {
fac_ensure()
if (a >= 0) and (a < FAC_MAX) and (b >= 0) and (b < FAC_MAX) {
let v = fac_tbl[a * FAC_MAX + b]
if v != 0 { return v - 1 }
}
if a == b { return REL_FRIEND }
return REL_HOSTILE
}
# Faction.hostile(a, b) / Faction.friendly(a, b) — the common yes/no queries.
@Namespace(Faction) function faction_hostile(a: int, b: int) -> int {
if faction_rel(a, b) == REL_HOSTILE { return 1 }
return 0
}
@Namespace(Faction) function faction_friendly(a: int, b: int) -> int {
if faction_rel(a, b) == REL_FRIEND { return 1 }
return 0
}
# Faction.id_of(e) — the faction id an entity carries (-1 if it has no Faction).
@Namespace(Faction) function faction_id_of(e: int) -> int {
let P = World.prop_id("Faction")
if P < 0 { return 0 - 1 }
if World.has(e, P) == 0 { return 0 - 1 }
let f = World.field_id(P, "id")
if f < 0 { return 0 - 1 }
return World.get(e, P, f)
}
# Faction.enemies(a, b) — true when the two entities' factions are hostile; the
# one-call test the shooter and AI reach for. Missing factions read as hostile
# (an unaligned hazard hits anyone) unless the ids happen to match.
@Namespace(Faction) function faction_enemies(ea: int, eb: int) -> int {
return faction_hostile(faction_id_of(ea), faction_id_of(eb))
}

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# ludic.gameplay — the shared foundation for the builtin gameplay controllers.
#
# This is the "foundation" phase of the controller layer (#57): the cross-cutting
# building blocks every genre package (platformer / shooter / RPG / NPC-AI) leans
# on — a deterministic timer, a stats + timed-modifier stack, a faction
# relationship table, and a combat pipeline with cancellable/mutable hooks.
#
# It ships as an ordinary source package: AOT means these declarations compile
# straight into the consumer's compile-time ECS, so there is no ABI seam, and the
# whole thing stays deterministic (integer only) — lockstep, replay and
# world_save snapshots all hold.
package "ludic.gameplay"
version "0.1.0"
kind source
provides "Cooldown"
provides "Stats"
provides "Faction"
provides "Combat"

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# stats.ludic — attributes + a timed modifier stack (#57 foundation).
#
# `Stats` is a POD attribute bundle shared by the RPG, shooter and NPC families.
# On top of the raw fields sits a *modifier stack*: each buff/debuff is its own
# tiny `Modifier` entity (target + stat + op + amount + ttl), so the stack is
# unbounded, captured by world_save, and expired by one engine system. A queried
# stat is `base + flat`, then scaled by the summed percent — the standard
# flat-then-percent order — computed on demand, never mutating the base.
#
# Stat codes (the `stat` argument everywhere below):
# 0 = max_hp 1 = atk 2 = def 3 = spd 4 = max_mp
property Stats {
hp: int = 0, max_hp: int = 0,
mp: int = 0, max_mp: int = 0,
atk: int = 0, def: int = 0, spd: int = 0,
level: int = 1, xp: int = 0
}
# a single timed modifier, carried on its own entity so the stack is dynamic.
# op: 0 = flat add, 1 = percent add. ttl: frames left (0 or less = permanent).
property Modifier { target: int = 0, stat: int = 0, op: int = 0, amount: int = 0, ttl: int = 0 }
model ModifierFx { Modifier }
@OnSpawn(ModifierFx) handler ModifierFxInit { }
# esys_modifier (Update): count down every timed modifier and despawn the expired
# ones. Permanent modifiers (ttl <= 0) are left alone.
@EngineSystem(Modifier, Update) function esys_modifier() -> void {
let P = World.prop_id("Modifier")
if P < 0 { return }
let fttl = World.field_id(P, "ttl")
if fttl < 0 { return }
var e = World.query_next(P, 0)
while e >= 0 {
let ttl = World.get(e, P, fttl)
var nxt = World.query_next(P, e + 1)
if ttl > 0 {
let left = ttl - 1
if left <= 0 { despawn e } else { World.set(e, P, fttl, left) }
}
e = nxt
}
}
# map a stat code to the matching Stats field name.
function stat_field(stat: int) -> pointer {
if stat == 0 { return "max_hp" }
if stat == 1 { return "atk" }
if stat == 2 { return "def" }
if stat == 3 { return "spd" }
if stat == 4 { return "max_mp" }
return "atk"
}
# Stats.base(e, stat) — the raw stored field, no modifiers.
@Namespace(Stats) function stats_base(e: int, stat: int) -> int {
let P = World.prop_id("Stats")
if P < 0 { return 0 }
let f = World.field_id(P, stat_field(stat))
if f < 0 { return 0 }
return World.get(e, P, f)
}
# Stats.total(e, stat) — the effective value: (base + flat) * (100 + percent)/100.
@Namespace(Stats) function stats_total(e: int, stat: int) -> int {
let base = stats_base(e, stat)
let P = World.prop_id("Modifier")
if P < 0 { return base }
let ft = World.field_id(P, "target")
let fs = World.field_id(P, "stat")
let fo = World.field_id(P, "op")
let fa = World.field_id(P, "amount")
var flat = 0
var pct = 0
var m = World.query_next(P, 0)
while m >= 0 {
if (World.get(m, P, ft) == e) and (World.get(m, P, fs) == stat) {
let amt = World.get(m, P, fa)
if World.get(m, P, fo) == 1 { pct = pct + amt } else { flat = flat + amt }
}
m = World.query_next(P, m + 1)
}
return (base + flat) * (100 + pct) / 100
}
# Stats.modify(target, stat, op, amount, ttl) — push a modifier onto the stack.
@Namespace(Stats) function stats_modify(target: int, stat: int, op: int, amount: int, ttl: int) -> int {
let m = World.model_id("ModifierFx")
if m < 0 { return 0 - 1 }
let e = World.spawn(m)
let P = World.prop_id("Modifier")
World.set(e, P, World.field_id(P, "target"), target)
World.set(e, P, World.field_id(P, "stat"), stat)
World.set(e, P, World.field_id(P, "op"), op)
World.set(e, P, World.field_id(P, "amount"), amount)
World.set(e, P, World.field_id(P, "ttl"), ttl)
return e
}
# Stats.clear_mods(e) — drop every modifier targeting an entity (e.g. on unequip).
@Namespace(Stats) function stats_clear_mods(target: int) -> void {
let P = World.prop_id("Modifier")
if P < 0 { return }
let ft = World.field_id(P, "target")
var m = World.query_next(P, 0)
while m >= 0 {
var nxt = World.query_next(P, m + 1)
if World.get(m, P, ft) == target { despawn m }
m = nxt
}
}